Set texture semaphore wait at the first control flow instruction
after the KIL.
Fixes: dEQP-GLES2.functional.shaders.discard.dynamic_loop_always
Signed-off-by: Pavel Ondračka <pavel.ondracka@gmail.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Filip Gawin <filip@gawin.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18576>
Gets rid of a bit of code and fixes the RRA accel_struct_vas table if
the BO is freed before vkDestroyAccelerationStructureKHR is called.
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18530>
When validating a BVH, rra_validate_node uses _mesa_hash_table_u64_search to lookup, whether a BLAS pointer is valid. Since _mesa_hash_table_u64_search returns the data field of the found entry, we need to populate it. Otherwise, the NULL-check won't work.
Fixes: 5749806 ("radv: Add Radeon Raytracing Analyzer trace dumping utilities")
Signed-off-by: Konstantin Seurer <konstantin.seurer@gmail.com>
Reviewed-by: Friedrich Vock <friedrich.vock@gmx.de>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18530>
According to c11 standards, there is 4 variant of mtx_init parameter,
mtx_plain
mtx_timed
mtx_plain|mtx_recursive
mtx_timed|mtx_recursive
Directly use mtx_recursive is not a thing, so we need make sure mtx_plain and mtx_plain|mtx_recursive are not equal,
So now we choose the values from Android c11 threads.h for enum mtx_plain, mtx_recursive, mtx_timed, to make sure
c11/threads.h be more c11 conformance, and can raise error when the type parameter of mtx_init are not one of
mtx_plain
mtx_timed
mtx_plain|mtx_recursive
mtx_timed|mtx_recursive
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18445>
At the gallium level, we only have three priorities. But if kernel
supports preemption we'll have 3*nr_rings priority levels. We'd prefer
to have the priorities that userspace picks be distributed over the
entire range of priorities so that preemption can work.
Signed-off-by: Rob Clark <robdclark@chromium.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18584>
HRD parameters and filler data enable and skip frame
enable data are needed even though some application
doesn't use them.
Also for per picture rate control, max_qp and min_qp
are added.
Signed-off-by: Ruijing Dong <ruijing.dong@amd.com>
Reviewed-By: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18534>
why:
max au size and per picture rate control data structure
need to follow the input
how:
have max_frame_size as the input to rate control
also re-calculate other rate control related params
Signed-off-by: Ruijing Dong <ruijing.dong@amd.com>
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18534>
why:
getEncParamPreset functions overwrite the incoming
messages.
how:
To change a location after the decoder is created,
so that if no incoming message the default ones
will be used otherwise the new messages will
overwrite the default values.
Signed-off-by: Ruijing Dong <ruijing.dong@amd.com>
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18534>
zink has a push descriptor template layout that has every possible stage,
which gets used regardless of what stages are in the pipeline. By
skipping over the unused stages, we cut the CP overhead.
Improves TU_DEBUG=sysmem gfxbench gl_driver2 on zink by 6.57% +/-
0.331143% (n=5).
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18562>
This was sort of well intentioned, but wrong. bits_per_rgb_value is the
number of significant bits in the color (channel) specification, not the
number of bits used to name that color within the pixel. If you have a
depth 24 visual but the colormap is 11 bits deep then each of those
channels selects one of 256 11-bit color values in the output ramp.
The open source drivers mostly don't expose anything like that, but
nvidia does, and we refuse to work. That's silly. Practically speaking
we can probably render to any TrueColor or DirectColor visual that your
X server exposes, since it is probably not going to have visuals for
non-color-renderable formats. Just check the visual class instead.
Likewise when matching formats to visuals, count the bits in the rgb
masks in the visual.
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6995
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18381>
Optimizes patterns which are created by recent versions of vkd3d-proton,
when constant folding doesn't eliminate it entirely:
- ubitfield_extract(value, offset, umin(bits, 32-(offset&0x1f)))
- ibitfield_extract(value, offset, umin(bits, 32-(offset&0x1f)))
- bitfield_insert(base, insert, offset, umin(bits, 32-(offset&0x1f)))
Signed-off-by: Rhys Perry <pendingchaos02@gmail.com>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13225>
st_TexSubImage has this "default to fallback for depth-stencil" since
2013. I think it's time to remove this limitation - hopefully all
drivers will be happy with the change to avoid adding yet another CAP.
This helps CS:GO startup a lot, because the fallback path is very very
slow.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18484>
The spec says:
If the base internal format is DEPTH_STENCIL and format
is not DEPTH_STENCIL, then the values of the stencil
index texture components are undefined.
Which can be translated as: we don't need to bother preserving
the original stencil values.
Suggested by Emma Anholt.
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18484>
This can be very slow on dGPU.
I tried a different version that would allocate a full row
and then do a single memcpy per row but the performance
was similar so I kept the simple version.
Cc: mesa-stable
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Reviewed-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18484>
in/out/sv are arrays, so &array[i] is a non-null pointer. Presumably
numSysVals/Inputs/Outputs are only incremented when there's data in the
arrays, anyway.
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18536>
It doesn't matter what we put in the swizzle for the unused components,
but if we try to stuff out-of-bounds PIPE_SWIZZLE_0/1/NONE values,
we'll crash in GenXML. Fixes failing tests in
dEQP-GLES3.functional.fragment_out.basic.fixed.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18525>
There's no native txs instruction... but we can emulate one :-) This is
heavy on shader ALU, but in the production driver, it'll all be hoisted
up to the preamble shader and so it shouldn't matter much. This
keeps the driver itself simple and low overhead, with a completely
obvious generalization to bindless.
Passes dEQP-GLES3.functional.shaders.texture_functions.texturesize.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18525>
Texture offsets and shadow comparison values get grouped into a vector
passed by register. Comparison values are provided as-is (fp32). Texture
offsets are packed into nibbles, but we can do this on the CPU, as
nonconstant offsets are forbidden in GLSL at least. They're also
forbidden in Vulkan/SPIR-V without ImageGatherExtended/
shaderImageGatherExtended. I'm happy kicking the NIR lowering can down
the line, this commit is complicated enough already.
Passes dEQP-GLES3.functional.shaders.texture_functions.texture.* and
dEQP-GLES3.functional.shaders.texture_functions.textureoffset.*
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18525>
For non-bindless textures, get the base address of the texture
descriptor array, so we can crawl descriptors in the shader. For
bindless, this isn't needed (since the bindless handle will be the
address itself).
jekstrand suggested the idea of the descriptor crawl. It worked out
pretty well, all considered.
Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18525>
This is so dumb. Panfrost port of d98b82a103 ("iris/cs: take buffer offsets
into account for CL")
Fixes buffer.sub_buffers_read_write
Fixes: 80b90a0f2b ("panfrost: Implement panfrost_set_global_binding")
Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com>
Suggested-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18560>